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11 lines
241 B
GLSL
11 lines
241 B
GLSL
varying vec3 vNormal;
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varying float vDepth;
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void main() {
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vNormal = normalize(normalMatrix * normal);
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vDepth = (projectionMatrix * modelViewMatrix * vec4(position, 1.0)).z / 30.;
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#include <begin_vertex>
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#include <project_vertex>
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}
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